Week9 [23/11] - [29/11]

Added Lighting Changes for Vertex Normal Calculation
Added Method to Get a Polygons Vertices as a Vector array
Added Methods to Add the Color to a Polygon and Vertex Object
Added Normalization to the Polygon normal vector
Added Vector Normal Calculation to the Model Class
Added Light Calculation method to the Rasterizer Class
Added Flag to Rasterizer to stop processing when the screen is minimised
Added Flat and Gouraud Drawing Methods to the Resterizer
Added Standard and INT triangle drawing Methods
Added Function to mimic sgn function from Java
Added Length to Vector3D class
Added / operator to Vector3D class
Added Get(x,y,z,w)Int methods to Vertex class
Changed Color Variables on the Vertex/Polygon classes to use r, g and b values rather than COLORREF
Changed Camera translation functions to use normal Translation Functions
Cleaned up Code
Removed Unused code from the Camera Class
This commit is contained in:
IDunnoDev
2021-12-11 19:26:56 +00:00
committed by iDunnoDev
parent f5fd5b6756
commit df3c9fac81
23 changed files with 956 additions and 188 deletions

View File

@ -5,8 +5,6 @@ Rasteriser app;
bool Rasteriser::Initialise()
{
Model modelA;
Model modelB;
Model modelC;
if (MD2Loader::LoadModel(".\\marvin.MD2", modelA, &Model::AddPolygon, &Model::AddVertex))
{
_sceneModels.push_back(modelA);
@ -15,29 +13,15 @@ bool Rasteriser::Initialise()
{
return false;
}
if (MD2Loader::LoadModel(".\\megaman.MD2", modelB, &Model::AddPolygon, &Model::AddVertex))
{
_sceneModels.push_back(modelB);
}
else
{
return false;
}
_lights.push_back(new AmbientLight(150, 150, 150));
//_lights.push_back(new AmbientLight(255, 255, 255));
_lights.push_back(new DirectionalLight(Vector3D(-1, 0, -1), 150, 150, 150));
//_lights.push_back(new PointLight(Vertex(-10, 0, 10), 0, 1, 0, 100, 0, 0));
_cameras.push_back(Camera(0.0f, 0.0f, 0.0f, Vertex(0.0f, 0.0f, -50.0f)));
if (MD2Loader::LoadModel(".\\w_railgun.MD2", modelC, &Model::AddPolygon, &Model::AddVertex))
{
_sceneModels.push_back(modelC);
}
else
{
return false;
}
_lights.push_back(new AmbientLight(50, 50, 50));
_lights.push_back(new DirectionalLight(Vector3D(1, 0, 1), 50, 0, 0));
_lights.push_back(new PointLight(Vertex(0, 10, 0), 0, 1, 0, 100, 0, 0));
_cameras.push_back(Camera(0.0f, 0.0f, 0.0f, Vertex(0.0f, 0.0f, -100.0f)));
_screenMinimized = false;
return true;
}
@ -60,79 +44,124 @@ Camera& Rasteriser::GetCurrentCamera()
return GetCamera(_currentCamera);
}
void Rasteriser::CalculateLighting(Model& currentModel, bool fullLightRender)
{
{
for (int pi = 0; pi < currentModel.GetPolygonCount(); pi++)
{
if (!currentModel.GetPolygon(pi).GetCulled())
{
if (fullLightRender)
{
for (int i = 0; i < currentModel.GetPolygon(pi).GetPolygonVertexCount(); i++)
{
COLORREF colorWorking = RGB(0, 0, 0);
for (Light* currentLight : _lights)
{
colorWorking = currentLight->CalculateLight(currentModel, currentModel.GetVertex(pi, i), colorWorking);
}
currentModel.SetVertexColor(pi, i, colorWorking);
}
}
else
{
COLORREF colorWorking = RGB(0, 0, 0);
for (Light* currentLight : _lights)
{
colorWorking = currentLight->CalculateLight(currentModel, currentModel.GetPolygon(pi), colorWorking);
}
currentModel.SetPolygonColor(pi, colorWorking);
}
}
}
}
}
void Rasteriser::Update(const Bitmap& bitmap)
{
int currentRot = (_rotation % 360);
Vertex startPos = Vertex(-50, 0, 0);
int currentZOff = 0;
int currentModelIndex = 0;
if (bitmap.GetWidth() == 0 || bitmap.GetHeight() == 0)
{
_screenMinimized = true;
}
else
{
_screenMinimized = false;
}
for (Model &currentModel : _sceneModels)
{
currentModel.EnqueueTransform(GetTranslateMatrix(startPos));
currentModel.EnqueueTransform(GetRotationMatrix(Axis::Y, (float) currentRot));
startPos.SetX(startPos.GetX() + 50);
if ((currentModelIndex % 2) == 1)
if (!_screenMinimized)
{
int currentRot = (_rotation % 360);
Vertex startPos = Vertex(0, 0, 20);
int currentZOff = 0;
int currentModelIndex = 0;
for (Model& currentModel : _sceneModels)
{
currentZOff = 0;
currentModel.EnqueueTransform(GetTranslateMatrix(startPos));
currentModel.EnqueueTransform(GetRotationMatrix(Axis::Y, (float)currentRot));
//startPos.SetX(startPos.GetX() + 100);
if ((currentModelIndex % 2) == 1)
{
currentZOff = 0;
}
else
{
currentZOff = 100;
}
//startPos.SetZ((float)currentZOff);
currentModelIndex++;
}
_currentAspectRatio = (float)(bitmap.GetWidth() / (float)bitmap.GetHeight());
_currentPerspectiveMatrix = GetPerspectiveProjectionMatrix(1, _currentAspectRatio);
_currentViewMatrix = GetViewMatrix(1, bitmap.GetWidth(), bitmap.GetHeight());
if (_rotation == 360)
{
_rotation = 0;
}
else
{
currentZOff = 100;
}
startPos.SetZ((float)currentZOff);
currentModelIndex++;
_rotation += 1;
}
}
_currentAspectRatio = (float)(bitmap.GetWidth() / bitmap.GetHeight());
_currentPerspectiveMatrix = GetPerspectiveProjectionMatrix(1, _currentAspectRatio);
_currentViewMatrix = GetViewMatrix(1, bitmap.GetWidth(), bitmap.GetHeight());
if (_rotation == 360)
{
_rotation = 0;
}
else
{
_rotation += 1;
}
}
void Rasteriser::Render(const Bitmap& bitmap)
{
ClearViewport(bitmap);
SelectObject(bitmap.GetDC(), GetStockObject(DC_BRUSH));
SelectObject(bitmap.GetDC(), GetStockObject(DC_PEN));
for (Model &currentModel : _sceneModels)
if (!_screenMinimized)
{
currentModel.SetReflectionCoefficient(0.5f, 0.5f, 0.5f);
Matrix workingMatrix = workingMatrix.IdentityMatrix();
for (Matrix currentTransform : currentModel.GetPendingTransforms())
ClearViewport(bitmap);
SelectObject(bitmap.GetDC(), GetStockObject(DC_BRUSH));
SelectObject(bitmap.GetDC(), GetStockObject(DC_PEN));
for (Model& currentModel : _sceneModels)
{
workingMatrix *= currentTransform;
}
currentModel.ApplyTransformToLocalVertices(workingMatrix);
currentModel.CalculateBackfaces(GetCurrentCamera());
for (Polygon3D &currentPolygon : currentModel.GetPolygons())
{
if (!currentPolygon.GetCulled())
currentModel.SetReflectionCoefficient(0.5f, 0.5f, 0.5f);
Matrix workingMatrix = workingMatrix.IdentityMatrix();
for (Matrix currentTransform : currentModel.GetPendingTransforms())
{
COLORREF colorWorking = RGB(0, 0, 0);
for (Light* currentLight : _lights)
{
colorWorking = currentLight->CalculateLight(currentModel, currentPolygon, colorWorking);
}
currentPolygon.SetColor(colorWorking);
workingMatrix *= currentTransform;
}
currentModel.ApplyTransformToLocalVertices(workingMatrix);
currentModel.ApplyTransformToTransformedVertices(GetCurrentCamera().GetCurrentCameraTransformMatrix());
currentModel.CalculateBackfaces(GetCurrentCamera());
currentModel.Sort();
currentModel.CalculateVertexNormals();
CalculateLighting(currentModel, true);
currentModel.ApplyTransformToTransformedVertices(_currentPerspectiveMatrix);
currentModel.DehomogenizeAllVertices();
currentModel.ApplyTransformToTransformedVertices(_currentViewMatrix);
//DrawWireFrame(bitmap.GetDC(), currentModel);
//DrawSolidFlat(bitmap.GetDC(), currentModel);
//DrawRasterisedSolidFlat(bitmap.GetDC(), currentModel);
DrawGouraud(bitmap.GetDC(), currentModel);
currentModel.ClearPendingTransforms();
}
currentModel.ApplyTransformToTransformedVertices(GetCurrentCamera().GetCurrentCameraTransformMatrix());
currentModel.Sort();
currentModel.ApplyTransformToTransformedVertices(_currentPerspectiveMatrix);
currentModel.DehomogenizeAllVertices();
currentModel.ApplyTransformToTransformedVertices(_currentViewMatrix);
DrawSolidFlat(bitmap.GetDC(), currentModel);
currentModel.ClearPendingTransforms();
}
}
@ -221,4 +250,442 @@ void Rasteriser::DrawSolidFlat(HDC hDc, Model& model)
Polygon(hDc, pointArray.data(), currentPolygonVertexCount);
}
}
}
}
void Rasteriser::DrawRasterisedSolidFlat(HDC hDc, Model& model)
{
int modelPolygonCount = (int)model.GetPolygonCount();
for (int i = 0; i < modelPolygonCount; i++)
{
if (!model.GetPolygon(i).GetCulled())
{
vector<Vertex> vertexArray = model.GetPolygonVertexArray(i);
FillPolygonFlat(hDc, vertexArray, model.GetPolygon(i).GetColor());
}
}
}
void Rasteriser::DrawGouraud(HDC hDc, Model& model)
{
int modelPolygonCount = (int)model.GetPolygonCount();
for (int i = 0; i < modelPolygonCount; i++)
{
if (!model.GetPolygon(i).GetCulled())
{
vector<Vertex> vertexArray = model.GetPolygonVertexArray(i);
FillPolygonGouraud(hDc, vertexArray);
}
}
}
bool VerticiesYCompareAsc(Vertex& v1, Vertex& v2)
{
return v1.GetY() < v2.GetY();
}
void Rasteriser::FillPolygonFlat(HDC hDc, vector<Vertex>& verts, COLORREF colorIn)
{
sort(verts.begin(), verts.end(), VerticiesYCompareAsc);
if (verts[1].GetY() == verts[2].GetY())
{
FillFlatSideTriangle(hDc, verts[0], verts[1], verts[2], colorIn);
}
else if (verts[0].GetY() == verts[1].GetY())
{
FillFlatSideTriangle(hDc, verts[2], verts[0], verts[1], colorIn);
}
else
{
Vertex temp = Vertex(verts[0].GetX() + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (verts[2].GetX() - verts[0].GetX()), verts[1].GetY(), verts[1].GetZ());
if (verts[1].GetX() < temp.GetX())
{
FillFlatSideTriangle(hDc, verts[0], verts[1], temp, colorIn);
FillFlatSideTriangle(hDc, verts[2], verts[1], temp, colorIn);
}
else
{
FillFlatSideTriangle(hDc, verts[0], temp, verts[1], colorIn);
FillFlatSideTriangle(hDc, verts[2], temp, verts[1], colorIn);
}
}
}
void Rasteriser::FillFlatSideTriangle(HDC hDc, const Vertex& v1, const Vertex& v2, const Vertex& v3, COLORREF colorIn)
{
Vertex tempA = Vertex(v1);
Vertex tempB = Vertex(v1);
bool changed1 = false;
bool changed2 = false;
int dx1 = (int)ceil(abs(v2.GetX() - v1.GetX()));
int dy1 = (int)ceil(abs(v2.GetY() - v1.GetY()));
int dx2 = (int)ceil(abs(v3.GetX() - v1.GetX()));
int dy2 = (int)ceil(abs(v3.GetY() - v1.GetY()));
int signx1 = (int)sgn(v2.GetX() - v1.GetX());
int signx2 = (int)sgn(v3.GetX() - v1.GetX());
int signy1 = (int)sgn(v2.GetY() - v1.GetY());
int signy2 = (int)sgn(v3.GetY() - v1.GetY());
if (dy1 > dx1)
{
int tempInt = dx1;
dx1 = dy1;
dy1 = tempInt;
changed1 = true;
}
if (dy2 > dx2)
{
int tempInt = dx2;
dx2 = dy2;
dy2 = tempInt;
changed2 = true;
}
int e1 = 2 * dy1 - dx1;
int e2 = 2 * dy2 - dx2;
for (int i = 0; i <= dx1; i++)
{
int startPoint;
int endPoint;
if (tempA.GetXInt() < tempB.GetXInt())
{
startPoint = tempA.GetXInt();
endPoint = tempB.GetXInt();
}
else
{
startPoint = tempB.GetXInt();
endPoint = tempA.GetXInt();
}
for (int xi = (int)ceil(startPoint); xi <= endPoint; xi++)
{
SetPixel(hDc, xi, tempA.GetYInt(), colorIn);
}
while (e1 >= 0)
{
if (changed1)
{
tempA.SetX(tempA.GetX() + signx1);
}
else
{
tempA.SetY(tempA.GetY() + signy1);
}
e1 = e1 - 2 * dx1;
}
if (changed1)
{
tempA.SetY(tempA.GetY() + signy1);
}
else
{
tempA.SetX(tempA.GetX() + signx1);
}
e1 = e1 + 2 * dy1;
while (tempB.GetY() != tempA.GetY())
{
while (e2 >= 0)
{
if (changed2)
{
tempB.SetX(tempB.GetX() + signx2);
}
else
{
tempB.SetY(tempB.GetY() + signy2);
}
e2 = e2 - 2 * dx2;
}
if (changed2)
{
tempB.SetY(tempB.GetY() + signy2);
}
else
{
tempB.SetX(tempB.GetX() + signx2);
}
e2 = e2 + 2 * dy2;
}
}
}
void Rasteriser::FillPolygonGouraud(HDC hDc, vector<Vertex>& verts)
{
sort(verts.begin(), verts.end(), VerticiesYCompareAsc);
if (verts[1].GetY() == verts[2].GetY())
{
FillGouraudBottomFlatTriangle(hDc, verts[0], verts[1], verts[2]);
}
else if (verts[0].GetY() == verts[1].GetY())
{
FillGouraudTopFlatTriangle(hDc, verts[0], verts[1], verts[2]);
}
else
{
Vertex temp = Vertex(verts[0].GetX() + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (verts[2].GetX() - verts[0].GetX()), verts[1].GetY(), verts[1].GetZ());
temp.SetNormal(verts[1].GetNormal());
float cRed = GetRValue(verts[0].GetColor()) + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (GetRValue(verts[2].GetColor()) - GetRValue(verts[0].GetColor()));
float cGreen = GetGValue(verts[0].GetColor()) + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (GetGValue(verts[2].GetColor()) - GetGValue(verts[0].GetColor()));
float cBlue = GetBValue(verts[0].GetColor()) + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (GetBValue(verts[2].GetColor()) - GetBValue(verts[0].GetColor()));
temp.SetColor(RGB((int)cRed, (int)cGreen, (int)cBlue));
temp.SetColor(verts[1].GetColor());
FillGouraudBottomFlatTriangle(hDc, verts[0], verts[1], temp);
FillGouraudTopFlatTriangle(hDc, verts[1], temp, verts[2]);
}
}
void Rasteriser::FillGouraudBottomFlatTriangle(HDC hDc, const Vertex& v1, const Vertex& v2, const Vertex& v3)
{
float slope1 = (float)(v2.GetX() - v1.GetX()) / (float)(v2.GetY() - v1.GetY());
float slope2 = (float)(v3.GetX() - v1.GetX()) / (float)(v3.GetY() - v1.GetY());
float x1 = (float)v1.GetX();
float x2 = (float)v1.GetX() + 0.5f;
if (slope2 < slope1)
{
float slopeTmp = slope1;
slope1 = slope2;
slope2 = slopeTmp;
}
for (int scanlineY = (int)v1.GetY(); scanlineY <= (int)v2.GetY(); scanlineY++)
{
float iRedA = (scanlineY - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetR() + (v1.GetY() - scanlineY) / (v1.GetY() - v2.GetY()) * v2.GetR();
float iRedB = (scanlineY - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetR() + (v1.GetY() - scanlineY) / (v1.GetY() - v3.GetY()) * v3.GetR();
float iGreenA = (scanlineY - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetG() + (v1.GetY() - scanlineY) / (v1.GetY() - v2.GetY()) * v2.GetG();
float iGreenB = (scanlineY - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetG() + (v1.GetY() - scanlineY) / (v1.GetY() - v3.GetY()) * v3.GetG();
float iBlueA = (scanlineY - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetB() + (v1.GetY() - scanlineY) / (v1.GetY() - v2.GetY()) * v2.GetB();
float iBlueB = (scanlineY - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetB() + (v1.GetY() - scanlineY) / (v1.GetY() - v3.GetY()) * v3.GetB();
for (int xi = (int)ceil(x1); xi < (int)x2; xi++)
{
float redTmp = (x2 - xi) / (x2 - x1) * iRedA + (xi - x1) / (x2 - x1) * iRedB;
float greenTmp = (x2 - xi) / (x2 - x1) * iGreenA + (xi - x1) / (x2 - x1) * iGreenB;
float blueTmp = (x2 - xi) / (x2 - x1) * iBlueA + (xi - x1) / (x2 - x1) * iBlueB;
COLORREF currentColor = RGB(BoundsCheck(0, 255, (int)redTmp), BoundsCheck(0, 255, (int)greenTmp), BoundsCheck(0, 255, (int)blueTmp));
SetPixel(hDc, xi, scanlineY, currentColor);
}
x1 += slope1;
x2 += slope2;
}
}
void Rasteriser::FillGouraudTopFlatTriangle(HDC hDc, const Vertex& v1, const Vertex& v2, const Vertex& v3)
{
float slope1 = (float)(v3.GetX() - v1.GetX()) / (float)(v3.GetY() - v1.GetY());
float slope2 = (float)(v3.GetX() - v2.GetX()) / (float)(v3.GetY() - v2.GetY());
float x1 = (float)v3.GetX();
float x2 = (float)v3.GetX() + 0.5f;
if (slope1 < slope2)
{
float slopeTmp = slope1;
slope1 = slope2;
slope2 = slopeTmp;
}
for (int scanlineY = (int)v3.GetY(); scanlineY > (int)v1.GetY(); scanlineY--)
{
float iRedA = (scanlineY - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetR() + (v1.GetY() - scanlineY) / (v1.GetY() - v2.GetY()) * v2.GetR();
float iRedB = (scanlineY - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetR() + (v1.GetY() - scanlineY) / (v1.GetY() - v3.GetY()) * v3.GetR();
float iGreenA = (scanlineY - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetG() + (v1.GetY() - scanlineY) / (v1.GetY() - v2.GetY()) * v2.GetG();
float iGreenB = (scanlineY - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetG() + (v1.GetY() - scanlineY) / (v1.GetY() - v3.GetY()) * v3.GetG();
float iBlueA = (scanlineY - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetB() + (v1.GetY() - scanlineY) / (v1.GetY() - v2.GetY()) * v2.GetB();
float iBlueB = (scanlineY - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetB() + (v1.GetY() - scanlineY) / (v1.GetY() - v3.GetY()) * v3.GetB();
for (int xi = (int)ceil(x1); xi < (int)x2; xi++)
{
float redTmp = (x2 - xi) / (x2 - x1) * iRedA - (xi - x1) / (x2 - x1) * iRedB;
float greenTmp = (x2 - xi) / (x2 - x1) * iGreenA - (xi - x1) / (x2 - x1) * iGreenB;
float blueTmp = (x2 - xi) / (x2 - x1) * iBlueA - (xi - x1) / (x2 - x1) * iBlueB;
COLORREF currentColor = RGB(BoundsCheck(0, 255, (int)redTmp), BoundsCheck(0, 255, (int)greenTmp), BoundsCheck(0, 255, (int)blueTmp));
SetPixel(hDc, xi, scanlineY, currentColor);
}
x1 -= slope1;
x2 -= slope2;
}
}
void Rasteriser::FillPolygonGouraudInt(HDC hDc, vector<Vertex>& verts)
{
sort(verts.begin(), verts.end(), VerticiesYCompareAsc);
if (verts[1].GetY() == verts[2].GetY())
{
FillGouraudSideTriangle(hDc, verts[0], verts[1], verts[2]);
}
else if (verts[0].GetY() == verts[1].GetY())
{
FillGouraudSideTriangle(hDc, verts[2], verts[0], verts[1]);
}
else
{
Vertex temp = Vertex(verts[0].GetX() + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (verts[2].GetX() - verts[0].GetX()), verts[1].GetY(), verts[1].GetZ());
temp.SetNormal(verts[1].GetNormal());
float cRed = verts[0].GetR() + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (verts[2].GetR() - verts[0].GetR());
float cGreen = verts[0].GetG() + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (verts[2].GetG() - verts[0].GetG());
float cBlue = verts[0].GetB() + ((verts[1].GetY() - verts[0].GetY()) / (verts[2].GetY() - verts[0].GetY())) * (verts[2].GetB() - verts[0].GetB());
temp.SetColor(BoundsCheck(0, 255, (int)cRed), BoundsCheck(0, 255, (int)cGreen), BoundsCheck(0, 255, (int)cBlue));
if (verts[1].GetX() < temp.GetX())
{
FillGouraudSideTriangle(hDc, verts[0], verts[1], temp);
FillGouraudSideTriangle(hDc, verts[2], verts[1], temp);
}
else
{
FillGouraudSideTriangle(hDc, verts[0], temp, verts[1]);
FillGouraudSideTriangle(hDc, verts[2], temp, verts[1]);
}
}
}
void Rasteriser::FillGouraudSideTriangle(HDC hDc, const Vertex& v1, const Vertex& v2, const Vertex& v3)
{
Vertex tempA = Vertex(v1);
Vertex tempB = Vertex(v1);
bool changed1 = false;
bool changed2 = false;
int dx1 = (int)ceil(abs(v2.GetX() - v1.GetX()));
int dy1 = (int)ceil(abs(v2.GetY() - v1.GetY()));
int dx2 = (int)ceil(abs(v3.GetX() - v1.GetX()));
int dy2 = (int)ceil(abs(v3.GetY() - v1.GetY()));
int signx1 = (int)ceil(sgn(v2.GetX() - v1.GetX()));
int signx2 = (int)ceil(sgn(v3.GetX() - v1.GetX()));
int signy1 = (int)ceil(sgn(v2.GetY() - v1.GetY()));
int signy2 = (int)ceil(sgn(v3.GetY() - v1.GetY()));
if (dy1 > dx1)
{
int tempDx = dx1;
dx1 = dy1;
dy1 = tempDx;
changed1 = true;
}
if (dy2 > dx2)
{
int tempDx = dx2;
dx2 = dy2;
dy2 = tempDx;
changed2 = true;
}
int e1 = 2 * (int)dy1 - (int)dx1;
int e2 = 2 * (int)dy2 - (int)dx2;
for (int i = 0; i <= (int)dx1; i++)
{
float leftEndPoint;
float rightEndPoint;
if (tempA.GetX() < tempB.GetX())
{
leftEndPoint = tempA.GetX();
rightEndPoint = tempB.GetX();
}
else
{
leftEndPoint = tempB.GetX();
rightEndPoint = tempA.GetX();
}
float iRedA = (tempA.GetY() - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetR() + (v1.GetY() - tempA.GetY()) / (v1.GetY() - v2.GetY()) * v2.GetR();
float iRedB = (tempA.GetY() - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetR() + (v1.GetY() - tempA.GetY()) / (v1.GetY() - v3.GetY()) * v3.GetR();
float iGreenA = (tempA.GetY() - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetG() + (v1.GetY() - tempA.GetY()) / (v1.GetY() - v2.GetY()) * v2.GetG();
float iGreenB = (tempA.GetY() - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetG() + (v1.GetY() - tempA.GetY()) / (v1.GetY() - v3.GetY()) * v3.GetG();
float iBlueA = (tempA.GetY() - v2.GetY()) / (v1.GetY() - v2.GetY()) * v1.GetB() + (v1.GetY() - tempA.GetY()) / (v1.GetY() - v2.GetY()) * v2.GetB();
float iBlueB = (tempA.GetY() - v3.GetY()) / (v1.GetY() - v3.GetY()) * v1.GetB() + (v1.GetY() - tempA.GetY()) / (v1.GetY() - v3.GetY()) * v3.GetB();
for (int xi = (int)ceil(leftEndPoint); xi <= (int)rightEndPoint; xi++)
{
float redTmp = (rightEndPoint - xi) / (rightEndPoint - leftEndPoint) * iRedA + (xi - leftEndPoint) / (rightEndPoint - leftEndPoint) * iRedB;
float greenTmp = (rightEndPoint - xi) / (rightEndPoint - leftEndPoint) * iGreenA + (xi - leftEndPoint) / (rightEndPoint - leftEndPoint) * iGreenB;
float blueTmp = (rightEndPoint - xi) / (rightEndPoint - leftEndPoint) * iBlueA + (xi - leftEndPoint) / (rightEndPoint - leftEndPoint) * iBlueB;
COLORREF currentColor = RGB(BoundsCheck(0, 255, (int)redTmp), BoundsCheck(0, 255, (int)greenTmp), BoundsCheck(0, 255, (int)blueTmp));
SetPixel(hDc, xi, tempA.GetYInt(), currentColor);
}
while (e1 >= 0)
{
if (changed1)
{
tempA.SetX((float)tempA.GetXInt() + (float)signx1);
}
else
{
tempA.SetY((float)tempA.GetYInt() + (float)signy1);
}
e1 = e1 - 2 * dx1;
}
if (changed1)
{
tempA.SetY((float)tempA.GetYInt() + (float)signy1);
}
else
{
tempA.SetX((float)tempA.GetXInt() + (float)signx1);
}
e1 = e1 + 2 * dy1;
while (tempB.GetY() < tempA.GetY() && tempB.GetY() > tempA.GetY())
{
while (e2 >= 0)
{
if (changed2)
{
tempB.SetX((float)tempB.GetXInt() + (float)signx2);
}
else
{
tempB.SetY((float)tempB.GetYInt() + (float)signy2);
}
e2 = e2 - 2 * dx2;
}
if (changed2)
{
tempB.SetY((float)tempB.GetYInt() + (float)signy2);
}
else
{
tempB.SetX((float)tempB.GetXInt() + (float)signx2);
}
e2 = e2 + 2 * dy2;
}
}
}